我正在尝试创建一个用于试验布朗运动的模拟。这个想法是使每个粒子(点)随机移动并相互碰撞,同时保留总能量。那,我确实成功了。
现在有问题的部分是使这些点状粒子与大圆碰撞并正确编程碰撞。不同之处在于我使粒子在相互碰撞后朝向完全随机的角度移动,但是当它们与圆圈碰撞时,它们之前的路径和速度以及圆圈的路径和速度决定了结果。所以我试图做的是转换到一个连接到圆心的坐标系,计算每个粒子的碰撞点,它们在上一步进入圆圈,然后计算它们到达的角度。现在,粒子的动量被分解为两个分量:切向分量保持不变,而径向分量根据碰撞定律而变化。这也会影响圆的运动。计算完所有碰撞后,我们返回原始参考系统,并绘制所有对象。
代码可以在下面找到,它似乎被打破了。我想在用角度计算时我错了,因为有些粒子可以在一点到达圆圈,然后退出"通过它的另一面。我只是在跟踪这一切时失去了轨道。我是一个完整的编程新手,所以......嗯......温柔,拜托。 :)另一个奇怪的事情是,圆圈趋向于向早期开始移动的方向移动,这不是它应该做的。
给出粒子的质量,用它的半径计算圆的质量。
您可以在此网站上找到模拟:
尚未完成,但启动按钮工作正常。 :)
我要问的代码部分在这里:(我可以给你整个代码吗?)
function animateParticles() {
if ($('N').value != particleCount || $('S').value != circle.R) {
reset();
}
switch (activeGraph) {
case '#graph':
chartOptions.title.text = 'Távolság';
chartOptions.axisY.title = 'd [px]';
break;
if (Date.now() > lastAnim + 22) {
context.clearRect(0, 0, canvas.width, canvas.height);
// Particles step and collide
for (var i in particle) {
// Particle steps
{
particle[i].x += particle[i].vx;
particle[i].y += particle[i].vy;
}
// If not in the circle
if ((circle.x - particle[i].x) * (circle.x - particle[i].x) + (circle.y - particle[i].y) * (circle.y - particle[i].y) > circle.R * circle.R) {
// Collides with some of the rest of the particles
for (var j = 1; j <= $('N').value; j += Math.ceil(particleCount / (Math.random() * 50 + 50))) {
// If that's not in the circle as well
if ((circle.x - particle[j].x) * (circle.x - particle[j].x) + (circle.y - particle[j].y) * (circle.y - particle[j].y) > circle.R * circle.R) {
// If not himself
if (j != i) {
if (particle[i].coll == 0) {
// Collide
if (Math.pow((particle[i].x - particle[j].x), 2) + Math.pow((particle[i].y - particle[j].y), 2) <= 4) {
var tkpx = (particle[i].vx + particle[j].vx) / 2;
var tkpy = (particle[i].vy + particle[j].vy) / 2;
var fi = Math.random() * 2 * Math.PI;
var index;
var ix = particle[i].vx;
var iy = particle[i].vy;
particle[i].vx = Math.sqrt(Math.pow((ix - tkpx), 2) + Math.pow((iy - tkpy), 2)) * Math.cos(fi) + tkpx;
particle[i].vy = Math.sqrt(Math.pow((ix - tkpx), 2) + Math.pow((iy - tkpy), 2)) * Math.sin(fi) + tkpy;
particle[j].vx = -Math.sqrt(Math.pow((ix - tkpx), 2) + Math.pow((iy - tkpy), 2)) * Math.cos(fi) + tkpx;
particle[j].vy = -Math.sqrt(Math.pow((ix - tkpx), 2) + Math.pow((iy - tkpy), 2)) * Math.sin(fi) + tkpy;
}
}
}
if (particle[i].coll >= 1) {
particle[i].coll -= 1;
}
}
}
}
// Collision with the walls
{
if (particle[i].x >= canvas.width) {
var temp;
temp = particle[i].x - canvas.width;
particle[i].x = canvas.width - temp;
particle[i].vx *= -1
}
if (particle[i].x <= 0) {
var temp;
temp = -particle[i].x;
particle[i].x = temp;
particle[i].vx *= -1;
}
if (particle[i].y >= canvas.height) {
var temp;
temp = particle[i].y - canvas.height;
particle[i].y = canvas.height - temp;
particle[i].vy *= -1;
}
if (particle[i].y <= 0) {
var temp;
temp = -particle[i].y;
particle[i].y = temp;
particle[i].vy *= -1;
}
}
}
//console.log(circle);
// Circle steps and collides with particles
var cu = 0;
var cv = 0;
for (var i in particle) {
if ((circle.x - particle[i].x) * (circle.x - particle[i].x) + (circle.y - particle[i].y) * (circle.y - particle[i].y) < circle.R * circle.R) {
var pu;
var pv;
var px;
var py;
var px0;
var py0;
var t;
var t2;
var Tx;
var Ty;
var fi;
var p;
var q;
var cuu;
var cvv;
px = particle[i].x - circle.x;
py = particle[i].y - circle.y;
pu = particle[i].vx - circle.vx;
pv = particle[i].vy - circle.vy;
px0 = px - particle[i].vx;
py0 = py - particle[i].vy;
// Calculating the meeting point of the collision
t = (-(px0 * pu + py0 * pv) - Math.sqrt(circle.R * circle.R * (pu * pu + pv * pv) - Math.pow(px0 * pv - py0 * pu, 2))) / (pu * pu + pv * pv);
t2 = ((px - px0) * (px - px0) + (py - py0) * (py - py0)) / Math.sqrt(pu * pu + pv * pv) - t;
Tx = px0 + t * pu;
Ty = py0 + t * pv;
//console.log("TX: ", Tx);
//console.log("TY: ", Ty);
// Calculating the angle
{
if (Tx > 0 && Ty >= 0) {
fi = 2 * Math.PI - Math.atan(Ty / Tx);
}
else if (Tx < 0 && Ty >= 0) {
fi = Math.PI - Math.atan(Ty / Tx);
}
else if (Tx < 0 && Ty < 0) {
fi = Math.PI / 2 + Math.atan(Ty / Tx);
}
else if (Tx > 0 && Ty < 0) {
fi = -Math.atan(Ty / Tx);
}
else if (Tx = 0 && Ty >= 0) {
fi = 3 / 2 * Math.PI;
}
else if (Tx = 0 && Ty < 0) {
fi = Math.PI / 2;
}
}
//console.log("FI:", fi);
p = pu * Math.cos(fi) + pv * Math.sin(fi);
q = -pu * Math.sin(fi) + pv * Math.cos(fi);
cuu = 2 * q / (circle.M + 1);
cvv = 0;
q *= (1 - circle.M) / (1 + circle.M);
cu += cuu * Math.cos(-fi) + cvv * Math.sin(-fi);
cv += -cuu * Math.sin(-fi) + cvv * Math.cos(-fi);
//console.log("CU: ", cu);
//console.log("CV: ", cv);
pu = p * Math.cos(-fi) + q * Math.sin(-fi);
pv = -p * Math.sin(-fi) + q * Math.cos(-fi);
px = Tx + t2 * pu;
py = Ty + t2 * pv;
particle[i].x = px + circle.x;
particle[i].y = py + circle.y;
particle[i].vx = pu + circle.vx;
particle[i].vy = pv + circle.vy;
}
}
// Moving circle
{
circle.vx += cu;
circle.vy += cv;
circle.x += circle.vx;
circle.y += circle.vy;
for (var i in particle) {
while ((circle.x - particle[i].x) * (circle.x - particle[i].x) + (circle.y - particle[i].y) * (circle.y - particle[i].y) < circle.R * circle.R) {
particle[i].x += circle.vx / Math.abs(circle.vx);
particle[i].y += circle.vy / Math.abs(circle.vy);
}
}
circlePath.push({x: circle.x, y: circle.y});
if (Date.now() > lastDraw + 500) {
items.push({
y: Math.sqrt((circle.x - canvas.width / 2) * (circle.x - canvas.width / 2) + (circle.y - canvas.height / 2) * (circle.y - canvas.height / 2)),
x: (items.length + 1) / 2
});
drawChart(activeGraph);
lastDraw = Date.now();
}
}
//console.log(circle);
drawCircle();
for (var i in particle) drawParticle(particle[i]);
lastAnim = Date.now();
}
animation = window.requestAnimationFrame(animateParticles);
}